9

Normal Bump Map 1731
This value is named XYZ.
The XYZ coordinate ’s derivative
This va lue, also a vector, is named dXYZ.
When you choose this shader, a Connect Par ameter
To Shader dialog (page 2–1713) is displayed,
prompting you to choose which of the two values
to use. You can later change the choice of value
by using the “dot” button to t he right of the main
shader button.
Inter face
The XYZ Coordinate shader has the same
parameters as the XYZ Generator shader. See XYZ
Generator Parameters Rollout (page 2–1729) for a
description of the basic settings.
Nor mal B ump M ap
Material Editor > Maps rollou t > Click a Map button. >
Material/Map Browser > Normal Bum p
The Normal Bump map lets you use a
texture-baked Normals map (see Baked Texture
Elements (page 3–146)). Typically you assign it
to a material’s Bump component, Displacement
componen t, or both. Using the map for
Displacement c an correct edges that otherwise
look unrealistically smooth; however, this adds
faces to the geometry.
Tip: A Normals map for the indicated material
component is generated automatically if you turn
on Output Into Normal Bump in the S elected
Elements Unique Settings group of the Render To
Tex t u re d i a log s Output rollout (page 3–160).
Interfa ce
Nor mal—As a rule, contains a Normals map
generated by Render To Texture (page 3–144).
Usethetoggletoenableordisableuseofthe
map (default=on). Use the spinner to increase or
decrease the map’s effect.
Additiona l B ump—This optional component can
containanadditionalmaptomodifythebumpor
displacement effect. It is t reated as a regular bump
map (page 2–1506).
Usethetoggletoenableordisableuseofthe
map (default=on). Use the spinner to increase or
decrease the map’s effect.
Channel Direction group
By default, the Normals map’s red channel
indicates left versus r ight, while green indicates up
versus down (and blue indicates vertical distance).
The controls in this group let you adjust that
interpretation.
Flip Red (X)—Flips the red channel so that left and
right are reversed.
Flip Green ( Y)—Flips the green channel so that up
and down are reversed.
Swap R ed & Green—Swaps the red and green
channels so that normal mapping rotates 90
degrees.